Having decided on the general technology available in-setting, we can now look at how space combat is going to look like.

For this, letís take the spacecraft from GURPS Spaceships 8: Transhuman Spacecraft. Specifically, letís first take the Predator AKV from page 12. Exchanging the drive to a water fusion torch increases acceleration to 4.5G, and delta v to 45km/s, for a burn time of slightly over eleven minutes. This also increases cost to about $17M. Iím using armour-as-dice, so they have 15d/6d/9d armour.

The next spacecraft is one of the smaller SDVs: The EUís Hermann Oberth SDV (page 30). Replacing the drives as above gives it an acceleration of 3G and a delta v of 60km/s. Armour is 24d/6d/6d. Normally, thatíd include four Predator AKVs.

Since last time, we admittedly suffered from sub-optimal engagement decisions by the SDV, weíll now be looking at a more reasonable scenario.

Now, the same officer-in-training who had failed the previous scenario is allowed a repetition. This time, he decides to try another approach: Heís taking the Oberth to a highly-eccentric orbit, timed to reach apogee just as the AKVs get close. This minimizes the relative engagement velocity.

Which missiles? Only four AKVs (and the SDV) were involved in the battle, and the Oberth targeted the AKVs.

(The next battle will involve missiles, though)

Your electromagnetic guns. Those are conventional shells that are quite vulnerable to laser fire, particularly if you have several rounds to shoot at them, as they really don't dodge. I usually call them missiles because if you read the description on SS28 they actually have propulsion systems on them, just not the same as a missile.

Your electromagnetic guns. Those are conventional shells that are quite vulnerable to laser fire, particularly if you have several rounds to shoot at them, as they really don't dodge. I usually call them missiles because if you read the description on SS28 they actually have propulsion systems on them, just not the same as a missile.

That makes quite sense, and I had forgotten about PD fire against shells. This'll probably be my next post then, though I'm probably going to introduce rapid-fire guns for that.

What are you trying to accomplish with this analysis exactly? It feels like you're trying to see what sort of gameplay using everything in GURPS Spaceships dictates instead of letting your design goals dictate which parts of GURPS Spaceships you should use. For four worked examples of the latter approach, check out So You Want to Build a Spaceship... in Pyramid #3/94 - Spaceships III.

What are you trying to accomplish with this analysis exactly? It feels like you're trying to see what sort of gameplay using everything in GURPS Spaceships dictates instead of letting your design goals dictate which parts of GURPS Spaceships you should use.

Actually, I'm trying to do it the other way around - I have a set of rough design goals (or maybe a 'feeling of how it should look like'). However, I have difficulties going from the abstract design choices (types of weapon allowed, space drives, etc) directly to (a) how this changes the feeling of space combat and (b) how it influences space combat doctrine. And if I don't think about it, a player could end up slaughtering military forces with ease.

Going away from the abstract musings, consider the following: I like the concept of AKVs as a kind of networked and distributed lethality and as the extension of the cruise missile concept. For AKVs to be viable, several factors are necessary: They must be fairly difficult to intercept (otherwise they're toothless) and ramming must feature as a sometimes-necessary tactic (otherwise, they're a bit boring). Accordingly, damage of normal weapons shouldn't be able to vapourize any enemy spacecraft.

Another example: The last playtest showed that particle beams are a very useful secondary anti-AKV weapon. I'd have defaulted to lasers without gaming it out.

Quote:

For four worked examples of the latter approach, check out So You Want to Build a Spaceship... in Pyramid #3/94 - Spaceships III.

I have, and especially Working Stiffs is an inspiration to me (it's actually mentioned in the first post :-) )

I guess what I'm getting at is that you're still taking everything as it is written in the books. If you want guns to have a certain feel, just change their stats so they meet your needs. Deciding weaponry and technology based on what works in RAW Spaceships combat may be contrary to your overall setting goals.